I'm just starting HTML 5 javascript gamedevelopment, and I learned it's better to use requestAnimationFrame polyfill.
I understand the function, but I do not understand the math behind it.
to be precise:
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x] + 'CancelAnimationFrame'] ||
window[vendors[x] + 'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
the line with the math that I do not understand is:
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
Would be great if someone could give me a short explanation of how that line of code works.
Melvin Tehubijuluw